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Red Hand of Doom - I feel like a butcher...
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<blockquote data-quote="Peni Griffin" data-source="post: 3383430" data-attributes="member: 50322"><p>Ozyrrandion is young and therefore isn't that tough for a dragon. Not long prior to the main encounter, he'd pursued Sir Tib and the pegasus into the forest and been knocked down below one-half by those two acting alone, causing him to retreat to the bridge and consume his own healing potions plus one of the hobgoblins'. So he's still alive, but has been defeated twice! (And boy is he pissed off and humiliated. No mercy for paladins!) So I doubt your DM was being kind. Get him on the ground and hit him hard, he fades fast.</p><p></p><p>I'm puzzled by the simultaneous opinion that RHOD is "well-written" and "deadly." Different strokes, I guess. A well-written module, to satisfy my players, should not be any less (or more) survivable than a homebrew campaign. And a lot of survivability is the DM's responsibility, by which I don't mean dice-fudging, but making sound judgements about what the party can and can't do, and what the foes would and wouldn't do. </p><p></p><p>One reason, IMHO, that RHOD is so deadly is that it's treasure-poor. The DM can fix that. And yeah, the monsters will be using their treasure against the PCs - but not all improvements to treasure will in fact be significant against the PCs. For instance, it is logical for Ulwai and her unit to be equipped with a few weapons designed to be especially effective against undead. If you have the sort of party that's going to insist on taking on the Ghost Lord, the proximity of such weapons increases their survivability; but it's not a gimme, because they have to win them from Ulwai first. </p><p></p><p>Also, encourage them to use the NPC resources. The people of Brindol and Drellin's Ferry are eager to defend their homes. Although many of them have obvious other jobs, if the PCs are acting as a strike force and roleplay the interaction properly, they should be able to recruit assistance, finance the production of healing items for their own use, etc. A Wand of Cure Light Wounds doesn't take that long to make, and used properly (Sanctuaried and/or invisible cleric, Status or Deathwatch spell) has tipped many a battle. A lot of NPCs aren't detailed, but that means you can unobtrusively tailor them to take up any slack that's in the party. </p><p></p><p>Once you've got them trusting NPCs, you can also plant a spy on them. Y'know, just so they don't get complacent.</p></blockquote><p></p>
[QUOTE="Peni Griffin, post: 3383430, member: 50322"] Ozyrrandion is young and therefore isn't that tough for a dragon. Not long prior to the main encounter, he'd pursued Sir Tib and the pegasus into the forest and been knocked down below one-half by those two acting alone, causing him to retreat to the bridge and consume his own healing potions plus one of the hobgoblins'. So he's still alive, but has been defeated twice! (And boy is he pissed off and humiliated. No mercy for paladins!) So I doubt your DM was being kind. Get him on the ground and hit him hard, he fades fast. I'm puzzled by the simultaneous opinion that RHOD is "well-written" and "deadly." Different strokes, I guess. A well-written module, to satisfy my players, should not be any less (or more) survivable than a homebrew campaign. And a lot of survivability is the DM's responsibility, by which I don't mean dice-fudging, but making sound judgements about what the party can and can't do, and what the foes would and wouldn't do. One reason, IMHO, that RHOD is so deadly is that it's treasure-poor. The DM can fix that. And yeah, the monsters will be using their treasure against the PCs - but not all improvements to treasure will in fact be significant against the PCs. For instance, it is logical for Ulwai and her unit to be equipped with a few weapons designed to be especially effective against undead. If you have the sort of party that's going to insist on taking on the Ghost Lord, the proximity of such weapons increases their survivability; but it's not a gimme, because they have to win them from Ulwai first. Also, encourage them to use the NPC resources. The people of Brindol and Drellin's Ferry are eager to defend their homes. Although many of them have obvious other jobs, if the PCs are acting as a strike force and roleplay the interaction properly, they should be able to recruit assistance, finance the production of healing items for their own use, etc. A Wand of Cure Light Wounds doesn't take that long to make, and used properly (Sanctuaried and/or invisible cleric, Status or Deathwatch spell) has tipped many a battle. A lot of NPCs aren't detailed, but that means you can unobtrusively tailor them to take up any slack that's in the party. Once you've got them trusting NPCs, you can also plant a spy on them. Y'know, just so they don't get complacent. [/QUOTE]
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